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Thorfinn

Vintarian
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Everything posted by Thorfinn

  1. When running into a lake, make sure it's at least 2 blocks deep. So far as I know, you are the only dangerous thing that is slowed by 1-deep water. Learn to time your jumps to land in deep water.
  2. Huh. Hadn't even occurred to me to see whether helm and greaves incurred the penalties. If I'm grokking this, I could equip steel greaves and helmet, and retain the minimal disadvantages of gambeson, while getting additional benefits if the attacks were against head or legs?
  3. Yeah, definitely this. I posted in several topics about nerfing wolves before I realized how easy they are to more or less ignore. See the following. This, for sure. If starting in forest, I generally shoot for 4 poultices before the second basket. Then, it depends. If I have several slots left, I'll fully fill the poultices before making the rest of the baskets. Not that it matters in the OP's case. He evidently already has all the hand baskets he needs.
  4. The other thing you might want to do is turn your view distance way down. This is more of a technical detail, but time does not pass (in terms of your stuff despawning) unless the chunk your items are in happens to be loaded, which depends on your view distance. But yeah, lots of great suggestions here. Another might be that if you create firepits, you can take back the firewood, and have 2 slots to store stuff. So at the cost of 4 dry grass, you have the same storage capacity as 24 reeds. And if some of the stuff you are storing is meat or grain or veggies or even ore, and if you made a cooking pot or a crucible,place it on the firepit, and you can store up to 5 stacks of stuff. I'm amazed you managed to pick up both copper and tin. That's awesome. I get that it's lucky RNG, but noticing that the tin nugget was something different is not typical in a new player. Running is your friend. If you are on the flat and level, yeah, brown bears can outrun you, so you need to know what you are doing to get away from them, but everything else in the game can be outrun. Equip improvised armor. You will likely survive a couple of wolf attacks if you are wearing it, and probably a black bear. And it's only firewood and dry grass. Welcome, BTW.
  5. You shouldn't. There were issues with it, so it was removed. Various people have tried adding them back in through mods, though.
  6. Not sure what you asking. Have you checked out the road map? (Top of the page, under Devlog.) [EDIT] As an aside, possibly what you are asking is intended to be addressed through mods. This is among the most mod-friendly games I've ever seen. No need to reverse-engineer the data files or anything like that. The devs supply a thoroughly documented API, and are very active in updating it. What would really help would be a Mod Requests forum. Most of what appears as Suggestions would be more appropriate as begging those who create mods to consider adding or changing [this feature]. I get the resistance to using mods, but, seriously, that's one of the important design features of this game. If you don't care to tweak the game to the settings you like, whose fault is that? [/EDIT]
  7. Sounds good. Still prefer to see it in a mod first, but seems like it would be a good fit, eventually. You should add legumes to your nitrogen-fixing crops. Also, brassicas are common in cover crops (planted at or a week or two before harvest) for corn fields in our area. And alfalfa will eventually slow down or even die out if too much nitrogen builds up in the soil. I think the game does this by default -- all crops (even fallow) essentially "fix" whatever nutrients they do not use. The improvement of soil in situ is an interesting one. Not sure its too realistic, though. Yes, it's been the standard for land management for the last century or so, but we are finding out that it's wrong. The interaction of hooved animals in large, dense herds always on the move appears to be the key. The three-wide strips is a good add. I realized later that if I plant the 8-around-1 differently, it's only 4 scythe swipes for 2 tiles, instead of 3 for 2 in the base game, but the three-wide strip makes it more player-friendly. Incidentally, you already kind of have to do crop rotation. Either that or fallow. You can't just plant the same crops in the same field and have any kind of productivity.
  8. Oh, sorry. I always run through the combinations when I'm trying to write on signs. But I did that recently enough that I (mis)remembered it as Sneak.
  9. Nice! Not really a greenhouse per se, just that it's warmer underground. When I start taking cold damage, I usually just find a convenient cavern to explore rather than building a fire. If you play with gravity on dirt, took at the blocks way deep in some of those vertical holes. The ones that get enough light turn into grassy blocks, the ones that slide too far off to the side remain dirt. [EDIT] Or did you mean "such that it is sufficiently warm" instead of "that gets the effect of a greenhouse"? Interesting question: Might one be able to place a glass block in that hole and also get the benefit of a greenhouse, reducing the depth you would have to go? [/EDIT]
  10. Welcome, @Hex-of-Hearts! Very nice. I like it a lot, though I would fall off it all the time. And I play permadeath...
  11. It does happen from time to time and I have no idea why. I just come back to my computer several hours later and see I died ages ago. So far, the handbook pause has never failed. Or at least I wasn't AFK long enough to notice it wasn't properly paused.
  12. So far as I can tell, all pests and blight would do to the game is nerf the scythe. Instead of planting in 8-around-1s butted up against each other, you would separate them by paths or packed dirt or other non-spawn blocks. In the current game, you can harvest two plots with three scythe swings, under this suggestion it would be 3 scythe swings per plot. Or 1 scythe and 2 knives, whatever trips your trigger. So long as it doesn't spread across the path, who really cares if you lose a plot here and there? The big deal is the vastly worse harvesting. [EDIT] Or, I guess, if you are willing to lose 2 of the 8-around-1s (there's got to be a better way to say that) you don't have to change a thing. Now the pestilence would have to jump at least 3 full blocks. But it does make planting much more tedious, for very little benefit. Again, how about making this into a mod? Maybe it would add to the enjoyment that I'm just not seeing. [/EDIT] [EDIT2] Been a while since I played Banished, @LadyWYT. It's not even installed on the machine I've had for nearly a decade, so it was before that. Might have to fire that up again. It's been long enough that I will have to figure most of it out again, apart from the first few minutes, which were always the same game to game. Thanks for the reminder. [/EDIT2]
  13. Have you looked into Sticky Dirt?
  14. That means you need to be a homebody and pay closer attention to your farm instead of going out exploring and mining, but how would that be more fun?
  15. Sure, but "balanced" means different things to different people. My "standard" farm is 33 blocks long (just over half a stack, so I don't have to count it out), so a "row" of crops is 91 plots (baseed on the 8-around-1 design). That makes several stacks of grain. Even at current drop rates, you would rapidly be swimming in food at even 3:1 "loss" during ramp-up. Which seems unrealistic in itself -- the grain is the seed, right? The only ones that should be "lost" are the shriveled grains, which might not germinate. Which is not going to be anywhere near a third of the crop. If we want to make the change for the sake of realism, we shouldn't probably toss out realism just to make it "balanced".
  16. No problem. Guide: Multiple Parallel Installations of Vintage Story [EDIT] Here is the command line from this computer: E:\games\Vintagestory\1.19.8\Vintagestory.exe --dataPath e:\games\Vintagestory\1.19.8 --addModPath E:\Downloads\vs119 I wish there were an --addMacroPath switch so I wouldn't have to copy my macros into each new install, but I don't think that's needed for what you are asking. [/EDIT]
  17. Can't tell from the angle, but is that one log block protected? From this angle, it looks like you should be able to cut that and make a lot of leaf blocks go bye-bye. [EDIT] Oh, my bad. I thought that was just a weird tree that spawned two horizontal blocks, but when I zoomed in, I can see it's actually two trees butted up to each other. Yeah, shears should do it. [/EDIT]
  18. Cool idea for a mod. It would be fun to see how well received it is. I am a little concerned about increasing the yield of grains etc. from where they are to "massive". How many tiles of crops are you expecting to need? Currently you can get by with a few dozen, possibly less, excluding flax, of course, which is it's own issue...
  19. There is no downside to a large world, and no upside to a small. Only the blocks you have personally seen (view distance) are generated, so you decide how big your save file is by how much you explore. So far as I know, only blocks within your view distance are loaded, so performance also something you decide. On my typical settings, I can see a nerdpole or equivalent at around 400 voxels. As I don't play with map, using those as guides (and permanent landmarks), I usually find most stuff I need within a 2,000 voxel radius, more or less. But, yes, some people use micro-sized worlds as challenge maps. Your only source of some materials, including tin and clay, might well be panning.
  20. When I last checked, small world did not help. It does not shrink the size of the surface rock layers. Granite is a deal-breaker, yeah, but remember that sedimentary (sandstone, conglomerate, etc.) can have other sedimentary layers (like chalk or limestone) underneath them. As can basalt.
  21. In-game stability seems to be hard enough to get a handle on. I agree that it would be best implemented as a mod, so it's not nearly as overwhelming for a n00b. That said, please don't use that NSFW stability graphic. Never even heard of anyone using two rings.
  22. How much have you explored? Good places are reasonably common, though maybe not where you think, "Hey, this is the perfect spot! Oh, shoot!" I usually forget to notice how temporal stability is. I don't spend enough time at home to make any difference.
  23. Haven't looked at the coding, but I suspect junk on the ground is a linked list or some other implementation of a FIFO stack for each block, and a field for when that block was last unloaded. If so, when it increments through the list and comes time to despawn that piece of garbage, there would be one check to see if it's a seed, and if so, plant it. (And I'd propose not another existing seedling within, say, a 10 block radius.) At least in a multiplayer setting, it would take a conscious effort to denude the forests so there was nothing left for new players, collecting all the seeds and tossing them down a cave or throwing them onto rock. I don't know why Wildcraft dragged things so badly. Always meant to look at the code and see what it was doing differently, but the mod just seemed to be an Easy mode for VS. It needed to replace existing resources in mapgen, not add to them. But that is evidently not easy to do, as most mods seem to not affect the base game's allotment of similar resources.
  24. Might want to limit it to just 1 or 2 per tree. But I love it!
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